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  1. #1
    ReD_OcToBeR's Avatar Senator
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    Icon5 Adding Monster Bombard to Byzantine = crash

    I am trying to add the monster bombard to the Byzantine roster and I am having some problems. The red will highlight what I have done. Here is what I have in for the ModelDB:

    16 MTW2_Crew_Cannon 0
    1
    18 MTW2_Knife_Primary 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    23 me_monster_bombard_crew
    1 3
    77 unit_models/_Units/ME_Light_Mail_Heavy_Mail/me_monster_bombard_crew_lod0.mesh 121
    77 unit_models/_Units/ME_Light_Mail_Heavy_Mail/me_monster_bombard_crew_lod1.mesh 1225
    77 unit_models/_Units/ME_Light_Mail_Heavy_Mail/me_monster_bombard_crew_lod2.mesh 6400
    6
    9 byzantium
    87 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_kwarezm.texture
    87 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_normal2.texture
    53 unit_sprites/moors_ME_Monster_Bombard_Crew_sprite.spr

    5 moors
    85 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_moors.texture
    86 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_normal.texture
    53 unit_sprites/moors_ME_Monster_Bombard_Crew_sprite.spr
    5 egypt
    85 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_egypt.texture
    86 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_normal.texture
    53 unit_sprites/egypt_ME_Monster_Bombard_Crew_sprite.spr
    5 turks
    85 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_turks.texture
    86 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_normal.texture
    53 unit_sprites/turks_ME_Monster_Bombard_Crew_sprite.spr
    7 kwarezm
    87 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_kwarezm.texture
    87 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_normal2.texture
    53 unit_sprites/moors_ME_Monster_Bombard_Crew_sprite.spr
    4 merc
    85 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_mercs.texture
    86 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_normal.texture
    52 unit_sprites/merc_ME_Monster_Bombard_Crew_sprite.spr
    6
    9 byzantium
    66 unit_models/AttachmentSets/Final Middle Eastern_turks_diff.texture
    66 unit_models/AttachmentSets/Final Middle Eastern_turks_norm.texture 0

    5 moors
    66 unit_models/AttachmentSets/Final Middle Eastern_moors_diff.texture
    66 unit_models/AttachmentSets/Final Middle Eastern_moors_norm.texture 0
    5 egypt
    66 unit_models/AttachmentSets/Final Middle Eastern_egypt_diff.texture
    66 unit_models/AttachmentSets/Final Middle Eastern_egypt_norm.texture 0
    5 turks
    66 unit_models/AttachmentSets/Final Middle Eastern_turks_diff.texture
    66 unit_models/AttachmentSets/Final Middle Eastern_turks_norm.texture 0
    7 kwarezm
    66 unit_models/AttachmentSets/Final Middle Eastern_turks_diff.texture
    66 unit_models/AttachmentSets/Final Middle Eastern_turks_norm.texture 0
    4 merc
    65 unit_models/AttachmentSets/Final Middle Eastern_merc_diff.texture
    65 unit_models/AttachmentSets/Final Middle Eastern_merc_norm.texture 0
    1

    I went into the export_descr_unit and did this. Again highlighted in red:

    type ME Monster Bombard
    dictionary ME_Monster_Bombard ; Monster Bombard
    category siege
    class missile
    voice_type Heavy
    banner faction main_missile
    banner holy crusade
    soldier ME_Monster_Bombard_Crew, 16, 1, 0.2
    engine huge_bombard
    attributes sea_faring, hardy, can_withdraw, gunpowder_unit, cannon, artillery
    formation 1.5, 1.5, 3, 3, 3, square
    stat_health 1, 0
    stat_pri 1, 1, no, 0, 0, melee, artillery_gunpowder, piercing, knife, 25, 1
    stat_pri_attr no
    stat_sec 68, 3, monster_bombard_shot, 450, 20, siege_missile, artillery_gunpowder, blunt, none, 0, 1
    stat_sec_attr ap, bp, area, launching
    stat_pri_armour 3, 1, 0, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 0, 0, 0, 0
    stat_mental 15, disciplined, highly_trained
    stat_charge_dist 10
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 2500, 400, 100, 75, 1900, 4, 470
    armour_ug_levels 1
    armour_ug_models ME_Monster_Bombard_Crew
    ownership turks, kwarezm, byzantium
    era 2 turks, kwarezm, byzantium
    recruit_priority_offset -10

    And finally in the export_descr_buildings i edited it so every level of foundarys/cannonmakers etc could be built by byzantium and added them. Example:

    royal_arsenal city requires factions { hre, byzantium, teutonic_order, france, turks, kwarezm, hungary, russia, venice, milan, portugal, spain, aragon, knights_templar, } and event_counter gunpowder_discovered 1
    {
    convert_to 3
    capability
    {
    recruit_pool "NE Basilisk" 1 0.15 1 0 requires factions { france, hre, spain, aragon, portugal, teutonic_order, }
    recruit_pool "NE Monster Ribault" 1 0.1 1 0 requires factions { milan, venice, }
    recruit_pool "EE Basilisk" 1 0.2 2 0 requires factions { russia, kievan_rus, hungary, }
    recruit_pool "ME Monster Bombard" 1 0.1 1 0 requires factions { turks, kwarezm, byzantium, }


    Now my game will not even load. What Am I doing wrong? I have checked the error log and the problems resort back to here.

    edit: i replaced the original unedited files except for my modeldb file and the game loaded, so does the problem confine itself to the others?
    Last edited by ReD_OcToBeR; March 23, 2010 at 12:50 PM.

  2. #2
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Adding Monster Bombard to Byzantine = crash

    In the EDB, is there a space after the final } on the last line? (i.e. after recruit_pool "ME Monster Bombard" 1 0.1 1 0 requires factions { turks, kwarezm, byzantium, })

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  3. #3
    ReD_OcToBeR's Avatar Senator
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    Default Re: Adding Monster Bombard to Byzantine = crash

    Quote Originally Posted by Caesar Clivus View Post
    In the EDB, is there a space after the final } on the last line? (i.e. after recruit_pool "ME Monster Bombard" 1 0.1 1 0 requires factions { turks, kwarezm, byzantium, })
    Yeah, i checked to make sure of all of those "invisible spaces" such as the two spaces after "textures 0" etc. were done. Right now i have the game running with my modded modeldb file still, with the orig EDU and EDB in place and it starts up. So does that mean my problem has to do with them only?

    Another thing i get confused of is the Greek and Byzantium paths. I know greek is the culture, but since byzantium is the only "greek" culture it seems pointless. So if i type say , Greek in place of byzantium or vise versa would it make a difference and crash the game? Such as a faction in the list of cultures/factions that can build a certain building. Such as in my case every tier of the cannon foundarys.

    Tommorow i will again edit the EDU and EDB again and post the sections i did in their full context to see if anyone can get to the bottom of this.lol. I dont care about working unit cards etc. I just want to see them on the battlefield.

    Thnx for answering btw. I know ive been a pain on here lately.

  4. #4

    Default Re: Adding Monster Bombard to Byzantine = crash

    I think all that is needed is you should edit the unit info (so you can control it) and building info (so you can make it) so your faction can have access. Just look over the files and you should see the pattern that is already there, just repeat.


    I changed Mangonel so that Jerusalem could get when they completed the top siege works. All turned out well so far.
    Last edited by Rat-tail; March 24, 2010 at 09:55 PM.
    You can drop humans anywhere and they'll thrive-only the rat does as well.Jeannette Desor

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  5. #5

    Default Re: Adding Monster Bombard to Byzantine = crash

    Quote Originally Posted by Rat-tail View Post
    I think all that is needed is you should edit the unit info (so you can control it) and building info (so you can make it) so your faction can have access. Just look over the files and you should see the pattern that is already there, just repeat.


    I changed Mangonel so that Jerusalem could get when they completed the top siege works. All turned out well so far.
    I edited describ_units and describ_buildings to make Oathbreakers available for Jerusalem if they hold Antioch but the game crushed. Just add the name of Jerusalem into the code.

  6. #6
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Adding Monster Bombard to Byzantine = crash

    Quote Originally Posted by Rat-tail View Post
    I think all that is needed is you should edit the unit info (so you can control it) and building info (so you can make it) so your faction can have access. Just look over the files and you should see the pattern that is already there, just repeat.
    You also have to give the new faction model and attachment texture entries in the modeldb. You also need to give the new faction unit cards and unit info pictures.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  7. #7
    Massive_attack's Avatar Campidoctor
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    Default Re: Adding Monster Bombard to Byzantine = crash

    Isn't it possible just to use the same texture or attachment twice ?

  8. #8
    ReD_OcToBeR's Avatar Senator
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    Default Re: Adding Monster Bombard to Byzantine = crash

    Quote Originally Posted by Rat-tail View Post
    I think all that is needed is you should edit the unit info (so you can control it) and building info (so you can make it) so your faction can have access. Just look over the files and you should see the pattern that is already there, just repeat.


    I changed Mangonel so that Jerusalem could get when they completed the top siege works. All turned out well so far.
    Which files are you referring to exactly? I thought editing the modeldb, EDU, and EDB was all you needed to do to have basic control of the unit and recruiting it, excluding unit cards which i dont care about.

  9. #9

    Default Re: Adding Monster Bombard to Byzantine = crash

    There is some bad advice in this column. There are many tutorials about adding units, but you sound like you know what you are doing. Have you used an extended log trace?



  10. #10

    Default Re: Adding Monster Bombard to Byzantine = crash

    So would you mind telling how to add an unit to a faction? How many files do I have to edit and what are those?

  11. #11
    ReD_OcToBeR's Avatar Senator
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    Default Re: Adding Monster Bombard to Byzantine = crash

    I just redid the EDB and still have the crash. So here are screenshots in the spoiler to show everything i have done highlighted to show spaces and whatnot. After the second picture there is a double highlight by accident, just ignore that. The only word i wrote in were most of the " byzantium "

    Spoiler Alert, click show to read: 












    My EDU looks the same as the first post

  12. #12
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Adding Monster Bombard to Byzantine = crash

    Quick question: when you put your changes in and the game crashes, is there anything in the system.log.txt file? If there isn't, then your problem lies in the modeldb. Anything else "should" show up in the log file.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  13. #13
    ReD_OcToBeR's Avatar Senator
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    Default Re: Adding Monster Bombard to Byzantine = crash

    Quote Originally Posted by Caesar Clivus View Post
    Quick question: when you put your changes in and the game crashes, is there anything in the system.log.txt file? If there isn't, then your problem lies in the modeldb. Anything else "should" show up in the log file.
    Yes there were lines in there saying problems were coming from the other files i edited. So i guess its something im doing in those. The version of the game im using is: 6.1 with the byzantine unit addon, huger and bigger battles mod, and i got the settlement models from 6.2 copyed in( the residences folder and descr.cultures text )

  14. #14
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Adding Monster Bombard to Byzantine = crash

    Can you post the log here. It should say exactly where the problem lies.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  15. #15

    Default Re: Adding Monster Bombard to Byzantine = crash

    Hi,Just wondering if you ever got them Monster Bombards working for the Byzantium army. I ended up editing the merc_file, sorted it out to allow me to build MBs in the capital only,giving me about 15 max. The bad news,is nobody else gets merc MBs. I would love to build these properly,any help will do.Oh,yes and I did what you did at first,but I recon it had to do with the fact othordox units,couldn't build muslim ones,

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